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  • aymnad.9023aymnad.9023 Member ✭✭✭
    edited February 1, 2020

    @Ansau.7326 said:
    extra mode where you merge and get a huge stat boost, without any drawback.

    Hello? without any drawbacks? That is where I disagree.

    @Ansau.7326 said:

    . Anet will address it by adding a trade off in a similar way that has worked other elites and that is, in fact, in line with the theme of the soulbeast: Having a stronger bond with their pet.

    Nothing makes the pet stronger as I said so this is clearly the wrong way of doing it. They should emphasize having the pet and the merge form (so the 2 aspects) but they did not.

  • So this is INCREDIBLY minor but it's been bugging me for a long time:

    Throw Coral Shard: Increased damage by 25% (1 to 1.25)
    Throw Crystal Shard: Increased damage by 66% (0.6 to 1)

    These two skills are right now exactly the same (Bleed 6 stacks 10s, Vuln 5 stacks 15s) except that Crystal has lower damage, which seems weird?? They should at the absolute least be the same, right???

    If you want to make them different then... well you probably have your own ideas, but offhand:

    • make Crystal more condi-focused and Coral more damage-focused
    • Crystal can currently only be stolen from Bloodstone creatures; can it be made to apply a CC effect, like Throw Unstable Bloodstone Fragment?
    • turn Crystal into a buffing skill like Smash Shard from the LS4 Branded Shard bundle? (Although then you'd have to balance it against Consume Ectoplasm)
  • Virdo.1540Virdo.1540 Member ✭✭✭✭
    edited February 1, 2020

    @Kuma.1503 said:

    @Virdo.1540 said:
    please remove the ability of the druid to give 10man- 25might.
    It already has insane heal, a pet, tons of utility, the op spirits etc.... even some 10-man aoe heals. There is really no need at all to let it give so much might.

    If you nerf Druid's might generation, you leave it as a subpar choice in every aspect of the game.

    I'd personally love to see them rework spirits, buff druid's personal dps, and give them more pet synergy with CA. Once Druid is playable outside of Raids, we can look at their might gen if it's out of line, but I don't see a problem with a support being able to generate 25 might, especially since it has to use CA and devote time away from dealing dps in order to generate said might.

    due to the 25might for 10people its the best choice for a healer with amazing support. Its so good that no other healer-role could compete.

  • @Aerythia.6415 said:
    "Obsidian Flesh: This skill now locks the player's skill bar while invulnerable."

    Why? Where was this an issue? So many other classes have aegis / distorts /multiple dodges etc and this was the one thing I got as condi weaver that allowed me to ignore a mechanic or 2 in raids, if I ensured I was in the right attunement at the right time. What's wrong with condi weaver having a 4sec invuln occasionally?

    Pretty sure it is a PvP WvW issue because it is a pretty solid staple of bunker builds in those game modes, definitely seems like a split should be in order for game modes on that one.

    Founder of Affinitus Nemus [AFNM]
    "Join Us, We're Lonely" - Our Guild At Some Point

    JUST LIKE THE LORAX, WE SPEAK FOR THE TREES!

    • Crystal Configuration: Eclipse: This trait no longer causes Corona Burst to grant stability. Increased base barrier granted from 374 to 991 in PvE and 748 in competitive modes.

    Holosmith is a melee class that will have less stability than some ranged classes, barrier is not gonna do anything when you are gonna get interrupted and waste photon forge on some random enemies that will push, pull, knockdown you on every encounter, same with weaver, same with necro when they enter shroud for their burst, i understand if you want to remove stability from pvp for counterplay, but if warrior/guardian are the only melee classes that can be played in melee and shouting stability or stunbreaks with heal and 1k toughness everytime they want, what's the point of melee in other classes, why are the classes that have less stability being nerfed in pve, rather than the ones that have tons of it, dragonhunter could give up some stability for other buffs, holosmith could be nerfed in other areas without affecting dps without affecting melee capability, like that 15% dmg. reduction in photon forge or that 2 secs. holo leap, or that extra range in the autoattack or that 100% crit. chance in AoE stun, i don't mind nerfs, but i don't like seeing stability of all things to be taken away from classes that have to be in melee to land their dps. (All of this is just my opinion)

    Other than that i like the balance and the split from trait nerfs in pve/pvp, it might need a bit to get used to, i hope it doesnt turn into trailblazer meta in WvW.
    Thank You for your efforts in balancing the classes, i know its not easy to tone down classes ppl are used to, and i do hope it works out in the end.

  • @KidRoleplay.3615 said:
    I'm a bit confused about the wording of the Revenant trait changes in the Corruption spec. If I'm reading it right, if you don't pick Invoking Torment in the minor tier, this means none of the Grandsmaster tier traits work?

    Pretty sure minor tiers are the 3 that you don't choose. The separators between the 3 chosen traits. So you will have Invoking Torment so long as you choose the corruption spec.

    Founder of Affinitus Nemus [AFNM]
    "Join Us, We're Lonely" - Our Guild At Some Point

    JUST LIKE THE LORAX, WE SPEAK FOR THE TREES!

  • @Peskie.6835 said:
    soulbeast - not being able to do a fundamental basic ranger ability pet swapping ... hmmm if this is a balance why has it taken YEARS to balance .... it's disappointing
    mesmer - removing a trait and replacing it with another because anet do not have the skills (the real devs lost their jobs or found something more productive to do) to balance it ... well anet balances I guess are total hack n slash and break things as usual ... rather than improving gameplay enjoyment.
    Also now i know why i don't pvp .... because the transition from pve to pvp is too split up

    Seems weird to me that your judgement and criticism is a load of insults. Actually go through and analyse it and write down what you have theoretical issues with. Because obviously we need to see the changes in action before we can truly judge them, but we can theorise the impacts.

    Founder of Affinitus Nemus [AFNM]
    "Join Us, We're Lonely" - Our Guild At Some Point

    JUST LIKE THE LORAX, WE SPEAK FOR THE TREES!

  • JayAction.9056JayAction.9056 Member ✭✭✭

    Staff auto attack chain will now do more damage than the damage based weapon, sword, in PVP in the upcoming update.

    You guys have catered the game so severely to people that are not good at the game that the logistics behind the game play are no longer cohesive.

    The weapon aimed to do damage will now have less damage than the weapon not aimed to do damage? OK

    Unless sustain has been dropped severely across the board, this game is about to become extremely slow paced I don't see it being enjoyable anymore.

    Real feedback

  • Much better if you gave ranger Lead the wind trait superspeed 2 sec when hiting from 1200+ range instead swift and quickness would make much more options available. Good change on axe and new trait for axe if it works with merge, soulbeast tradeoff can be fine if you buff some of the pets and even add option to autoatack pet skill for exchange because now it will feel very straight forward but adding autoattack skill from pet could get more depth for condi build (cover condis like vulnerbility) even power ones. Its bad that pets remains same in terms of utility, swoop update is bad since ranger need some mobility because classes like thief and even war are still faster and its deffinitly bad change because its kills ranger potential to be roamer and lock it movement when side noder because thief will have easy time decaping or leting ranger afk point. Shortbow is unchanged and last chance of having interupt ranger style back is dead. Druid still too long cooldown and lame mechanic of building full astral force to enter and heal is very lame in pvp and kills diversity, why instead its not 10 sec cd and you can enter it like reaper shourd (entering trait converts 2 condis on nearby alies to boon and leaving trait is 1 sec superspeed and stealth just to reposition fast). I like alot of changes for other classes especially mirage 1 dodge tradeoff which is good direction for more reasonable use of dodge and not stacking but soulbeast will be dumped down unless you give him ability to autoatack from pet and druid still don t get its identity. Good change overall but still expected more creativity with ranger class since its my main.

  • CroTiger.7819CroTiger.7819 Member ✭✭
    edited February 2, 2020

    If there is chance read this post because i think you didn t adress hard cc good and not having interupts in game is not healthy especially if 80% of cc skills are hard cc and 20% is soft cc instead of opposite way especially with less stunbreaks you adressed. There is no depth and balance without interupts (1/4s daze) replacing all hard cc and leaving hard cc as proffesion based like taunt being only ranger unique cc, knockback only engi unique cc, knockdown warior and stun for mesmers (1/4s daze remaining universal accros all proffesions and making it just interupt tool). Making hard cc being like 1 hard cc per build in pvp and rest being 1/4 daze will bring much more build diversity and counterplay and in same time give proffesions more identity which is not the case with current notes you said for ranger because condis will still be bad without having interupts combined with it on shortbow (will definietly lack depth and still be best choice for noob pew pew, while before in gw1 was one of hardest, coolest and most balanced class ever bringing whole game on another level). I don t understand why you didn t cut hard cc and make interupt playstyle istead of that and keep hard cc as rare mechanic so we can have 1 stunbreak on bar not 2-3 default so other utilities would seen some use. You neither give more utility for underused skills and weapons which still will remain same, druid will still lack identity and ranger will still be bad at condi pressure and also won t have identity except same old boring pew pew ranger still remaining as only viable. Please make druid form able to use without building full astral force atleast and give pet autoattack for soulbeast mode so we can have fair tradeoff since you are pet when merged (its good decision for 1 pet in combat must admit that though). Power and boon duration and spliting cc from dmg is great direction and i like how huge this is but cc is still too passive and we should atleast have more ability to break stun on allies (give it to druid so it can have some unique advantage compared to fb which is better in all aspects of support). And rally should be removed from pvp...downstate is good but rally will still make high dmg mobile classes in huge advantage in serious pvp while remaining too punishing mechanic for teamfights (you can cleave 1/4 too late and that means you wasted all your dmg on that down because he rallied and you even hit invuln after rally making you loose all high dmg skills and lost teamfight imidietly just because you failed too cleave inch faster and gain impossible comeback because one single cent of cleave you loose from 4 vs 4 and its turned to 4 vs 0 very soon after you lost cleave battle if you comited while not comiting is even worse because rally is too strong to just ignore). Rezz and finishing should not be met and rally should be removed from pvp complitly (everyone can self rezz from 1 vs 1 ending in downstate thats fair deal because if it was close matchup you should waste some time rezzing before getting back. So rally and hard cc are only problems left now i can see since you did good job for powercreep, condi spikes (not so sure about condi) and boon spam with these notes but still game will lack depth with all this hard cc taken place over interupts playstyle we had in gw1...

    https://en-forum.guildwars2.com/discussion/95606/ranger-king-of-interupt-balance-ideas-and-suggestions-for-anet#latest

  • Keep up good work this is good start for making best action pvp ever adding interupts (ranger and mesmers as kings of that playstyle) in mix and making druid, temptest and scrapper viable supports should be next step for bringing depth gw1 once had in new modern game where you don t have to watch skill casts and you can just watch animations instead (which are done good already especially now after you adress some of broken skills left in game....).

  • cptaylor.2670cptaylor.2670 Member ✭✭✭✭

    I love the changes to elementalist's elementals. I'm still not sure how viable it will be outside of pve, but they've always needed a little more love.

    I don't understand the mesmer greatsword changes though. It doesn't seem like enough of a change to really make it a viable ranged build? At least any more or less than it is in open world. Maybe it will make power chrono a little more fun?

    And I can get the frustration with soulbeast pet swap in non-competitive modes. I don't really play them that frequently, but it is nice to be able to have a jaracanda for emergency heals and a power pet for general damage increase.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    Hopefully this isn't all there is. I'm most excited for Elementalist and Engineer. As for my main, Necromancer? Nothing really to see. Doesn't change anything for them. The reduced cooldown on their stunbreaks is nice but the fact Arena net is still going with this "NO STABILITY FOR YOU!" nonsense is headache inducing.

  • I'm sure most won't particularly care, but I'm sad about the Doom cast time. I loved playing terrormancer support, and this change might be the final nail in the coffin for it. I was able to smartly corrupt stab and then follow up with an instant fear just when I needed it.

  • @CroTiger.7819 said:
    Much better if you gave ranger Lead the wind trait superspeed 2 sec when hiting from 1200+ range instead swift and quickness would make much more options available. Good change on axe and new trait for axe if it works with merge, soulbeast tradeoff can be fine if you buff some of the pets and even add option to autoatack pet skill for exchange because now it will feel very straight forward but adding autoattack skill from pet could get more depth for condi build (cover condis like vulnerbility) even power ones. Its bad that pets remains same in terms of utility, swoop update is bad since ranger need some mobility because classes like thief and even war are still faster and its deffinitly bad change because its kills ranger potential to be roamer and lock it movement when side noder because thief will have easy time decaping or leting ranger afk point. Shortbow is unchanged and last chance of having interupt ranger style back is dead. Druid still too long cooldown and lame mechanic of building full astral force to enter and heal is very lame in pvp and kills diversity, why instead its not 10 sec cd and you can enter it like reaper shourd (entering trait converts 2 condis on nearby alies to boon and leaving trait is 1 sec superspeed and stealth just to reposition fast). I like alot of changes for other classes especially mirage 1 dodge tradeoff which is good direction for more reasonable use of dodge and not stacking but soulbeast will be dumped down unless you give him ability to autoatack from pet and druid still don t get its identity. Good change overall but still expected more creativity with ranger class since its my main.

    Lets be real here, Druid is much stronger in the raiding/fractals community over the player vs player world.

    Founder of Affinitus Nemus [AFNM]
    "Join Us, We're Lonely" - Our Guild At Some Point

    JUST LIKE THE LORAX, WE SPEAK FOR THE TREES!

  • MysteryDude.1572MysteryDude.1572 Member ✭✭
    edited February 2, 2020

    just ...wow
    again , changes nobdy was asking for
    holos needed sustain nerfs , you nerf their only stability source from forgemode
    nobody was raging about the elementalist obsidian flesh , it is like 3 seconds and then its over , they have no othe defence source
    and nobody had any problem with soulbeasts having 2 pets

    the problem was the pets health was reseting everytime they went back and forth from soulbeast mode , why not fix that first ? and if sustain was the isue with soulbeast maybe a fair fix would be removal of plasma , and minor nerf the regen from protection , but.... no... instaead we have to use HALF our mechanics and options for combos
    theres way too many other things soulbeast needs nerfs on , NOT Their core mechanics
    idk it just seems bad and uncalled for, to me .... quess il have to test it in wvw

  • Dante.1763Dante.1763 Member ✭✭✭✭

    @MysteryDude.1572 said:

    and nobody had any problem with soulbeasts having 2 pets

    They are trying to give every elite spec a downside to them. Soulbeast wasnt and isnt the only elite spec that has lost something the base class or another elite can do.

    Amana Silentchild; My Main
    Ember Wandertooth; The Kingslayer, Kianda Redpaw; The Blazing Light
    Why GW is Called Guildwars

  • Virdo.1540Virdo.1540 Member ✭✭✭✭

    Herald

    • Shared Empowerment: WvW will now use the PvP version of the trait (4s might duration). Reduced target cap from 10 to 5

    reduced target cap only in wvw&pvp or what

  • i now saw that they nerfed the protection regen , a good step i supose :D

  • @Bezerker.2379 said:
    Also, forgot to add, between all the passives being moved to 5 minute CDs (really? REALLY? we literally spent the past 4 years makng their CD less because nobody ever touched them), and things like stunbreaks and stability being stripped... What are you guys even doing? Necro for example will go back to being a class unable to solo anything.

    Dunno guys. This just sucks on paper.

    At first glance, this might not affect me because I don't use those moves. Of course, that's not to say this won't affect others. Still, I'd argue that should remain to be seen.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    Since you're nerfing Doom into the ground anyway, could you just replace it entirely with Wave of fear? Honestly, necromancer needs more fears not for their fears to become weaker.

  • Jski.6180Jski.6180 Member ✭✭✭✭

    Seem like a wight washing of the nerf that are going to hit the game. Anet reread all of your last balance patch reasoning as this one is comply random and lacks any real aim.

    See ELE forms and you will get my views.

  • My only complaint was going to be about the Soulbeast not being able to swap pets. That just feels as though that's taking away the appeal and ruining the core mechanic. Not to mention that the development team wanted to do this in HoT yet were restricted by their technology.

    My second complaint was going to be about the change to Obsidian Heart. I've played 3-4 Elementalists at this point so, I know how hard it can be. So, I don't see why that would be a good idea. Not to mention they still have the lowest health pool, despite the difficulty of the game ramping up.

    On another note, I wasn't going to mention the necromancer's changes because I don't use those moves. I, however, don't see why stability should be taken away from them, let alone any profession. It's possible to get knocked down, stunned, dazed, etc. when your stunbreaker is recharging. That and if the profession is meant to have high survivability, shouldn't the game reflect that?

    That said, I was going to leave it at that until I read the comments. It seems to me that ArenaNet is going to treat the whole player base as though everyone plays multiple modes. Me playing mostly PvE and a little WvW doesn't mean others do. In fact, I know four people who also play and only my sister does a little PVP.

  • Hello,
    I believe that preventing Soulbeast to swap pets during combat is one of the worst things that can happen to Ranger, since it takes out versatility, one of the main things that makes it fun. Even if it was perfectly balanced, why would players want to play it if its not fun?

  • Hi,
    In regards to both threads of the upcoming balance patches, I would like to offer my 2 cents;
    Please do not change a thing you guys are proposing, this is great!

    Keep up the good work.

  • @Bealis.6023 said:
    Hello,
    I believe that preventing Soulbeast to swap pets during combat is one of the worst things that can happen to Ranger, since it takes out versatility, one of the main things that makes it fun. Even if it was perfectly balanced, why would players want to play it if its not fun?

    How is it going to be less fun?
    You were just merging with your pet, now you have to choose more carefully before going into combat.

    Founder of Affinitus Nemus [AFNM]
    "Join Us, We're Lonely" - Our Guild At Some Point

    JUST LIKE THE LORAX, WE SPEAK FOR THE TREES!

  • ZolracAtrox.2908ZolracAtrox.2908 Member ✭✭
    edited February 2, 2020

    For PvP/WvW: People shouldn't cry about that weaver nerf.

    I mean, that inv skill is actually good, imagine if weaver uses that after the patch when literally everyone's dmg and cd are nerf... I don't know, but people should use the common sense before write a comment.

  • Virtuality.8351Virtuality.8351 Member ✭✭✭
    edited February 2, 2020

    @Irenio CalmonHuang.2048 said:

    General:

    • Auras: Aura effects have been updated to be larger and more noticeable. The previous aura effects are now used for auras on allies and for all characters viewed by PvP spectators when the "Effect LoD" option is checked in the graphics settings. Buff icons used for auras have been updated for consistency.

    I think many people would be glad to see this implemented, though if I may, I'd like to request to replace the 'egg shape' with a perfect circle instead for better aesthetics.

    Elementalist

    • Stone Resonance: This skill now grants stability on initial use for 5 seconds in PvE and 3 seconds in PvP and WvW.
    • Lava Skin: This skill now grants stability on initial use for 5 seconds in PvE and 3 seconds in PvP and WvW.
    • Lahar: This skill now grants stability for 5 seconds in PvE and 3 seconds in PvP and WvW.
    • Grinding Stones: This skill now grants stability for 5 seconds in PvE and 3 seconds in PvP and WvW.
    • Glacial Drift: This skill now grants stability for 5 seconds in PvE and 3 seconds in PvP and WvW.
    • Molten Burst: This skill now grants stability for 5 seconds in PvE and 3 seconds in PvP and WvW.

    • Bolstered Elements: This trait now grants barrier instead of stability when using a stance skill.

    It is nice that every possible weapon combination is granted access to Stability. Though I'd like advise to take into account that Elementalist is already a very survivable class in the right hand and balance accordingly by tweaking the number of stacks, which is not listed here and thus of concern. A split between PvE and competitve game modes would also be nice, say 3 stacks of Stability in PvE and 1 in PvP/WvW.

    • Elemental Contingency: This trait has been retired and replaced with Elemental Lockdown.
    • Elemental Lockdown (NEW): Disabling a foe grants you a boon based upon your attunement.
      • Fire - 5 stacks of might for 5 seconds.
      • Air - 5 seconds of fury.
      • Earth - 4 seconds of protection.
      • Water - 10 seconds of regeneration.

    Personally, I really like this change. It used to baffle me for players to be rewarded for being hit. Now the new design rewards players for succeeding in aggression, which makes much better sense for me. Although, I'd like to mention that there is hardly any weapon skill of Fire Attunement that provides a hard control. The slot skills of this class also provide less hard control. While the Weaver class might not suffer from this for its access to dual attunement, Core and Tempest would be entirely another case. I suppose this might be worth taken into consideration.

    Engineer:

    Explosives: This traitline has been reworked, the new traits are as follows

    • Master
      • Aim Assisted Rocket (REWORK): Rockets are now only fired on critical hits. Rocket recharge reduced from 10 seconds to 3 seconds. Rockets now require the engineer to be at least 450 distance from the target to fire. Every 5th rocket instead calls an orbital strike.

    I'm not sure if orbital strike would be anyway practical with the 2 s delay in the competitive scene. It'd probably work only in a group combat where everything is messy. Also, might as well include this as a balance factor: make the engineer lose the stacks when out of combat, so they can't just plus-one and launch orbital strike at their opponent, which seems a bit too much to me.

    Mesmer:

    • Elusive Mind: This trait no longer stunbreaks or inflicts exhaustion. Increased the number of conditions cleansed from 1 to 3 in PvE, and to 2 in PvP and WvW.

    Again, not so sure about this in the competitive scene. The class has inheritly abundance of means to break out of stun, and I don't think it would be of much significance for the class to lose stunbreak here. On the other hand, increase in cleansing makes the class even better at managing condition pressure. This could potentially make the class _even more elusive (for lack of exhaustion), even more resilient against conditio while still pretty capable of managing incoming control._I'd recommend to keep exhausion while reduce its duration instead. For example:

    * The trait is no longer a stunbreak.
    * The trait offers increased condition cleansing.
    * The trait still causes exhaustion, at a reduced rate (say, 1 s in PvE and 2 s pin PvP/WvW), and is triggered when a damaging condition is cleansed via dodging. (Or, alternatively, say, 1 s in PvE, and 1 s pin PvP/WvW per damaging condition removed.

    I understand the developers try not to make this a double-edged sword for the players, though I do consider my proposal reasonbly balanced. It makes the mirage better at handling condition damage, at the cost of its capability of keeping up offensive pressure on their opponents with a defensive maneuver. For the opponents of the Mirage, this means that condition pressure, while now causing less harm to the Mirage, provides a mean to give themselves a break and thus sustain better. At least such push and pull would be the dynamic I'd like to see in combat.
    I think this also fit the theme well. The class is mean to be elusive, so movement impairing conditions can be removed without further punishsment. On the other hand, damaing conditions will cost something to be dealt with.

    *Edit:**
    As @Heika.5403 have pointed out below I totally missed the part the Endurance will be capped a 50 for Mirage in PvP/WvW in the future. Thank you for correcting me here. I'll update further if I have come up with something else on this one.

    Revenant:

    • Phase Traversal: This skill no longer increases damage for your next few attacks. Damage increased in PvE only by 100%. Cost raised from 30 to 35 in WvW to match PvP version.

    Might a bit overkill to further increase the cost in the competitive scene while the increase in damage is already removed.

    • Empty Vessel: This trait has been retired and been replaced by Contained Temper.
    • Contained Temper (NEW): Gain fury when you disable a foe.

    This is way too weak for Minor Grandmaster in my opinion. Not to mention the class has already reasonable to plenty of access to Fury. Just the Minor Adept of the same specialization provides 50% Fury uptime. Please do consider something else on this one.

    Changes to the Devastation line are aimed at two major areas. The first is that several traits are highly niche such as Malicious Reprisal and Jade Echo. These traits are being removed and replaced with new traits that have more broad uses. The second issue is the opposite, some traits are too similar to each other such as Ferocious Strikes and Vicious Lacerations that they don't offer any meaningful choices. The siphoning traits are a part of this change and we are unifying the siphoning effect into a single buff for the combat log and making it a bigger part of the overall line. The new siphon effect named after Shiro's classic skill "Battle Scars" is a stacking buff that is expended when attacking and is more restricted in its applications but stronger than previous siphoning traits.

    I can't expresss enough how much I love every single point here. Greater universality in terms of application. Meaningful decision making on trait selection. (I even started a thread about this a while ago! So glad this is being addressed!). Further thematically development that establishes the identity and distinguishes itself from other classes or even specialization. Much love.

    Similar to the Devastation rework we are also re-centering the Corruption line around a new mechanic. Invoke Torment occurs when switching legends and causes nearby foes to be inflicted with torment. This ability can be upgraded with the grandmasters based on your preferred playstyle. The boon removal traits have also been removed as we felt that they had trigger conditions that offered little gameplay. In exchange we've added a few new powerful traits with drawbacks as we feel this is in line with the spirit of the Mallyx line and skills like Pain Absorption.

    Torment themed! Awesome!

    Corruption:The Corruption line has been reworked, the new traits are as follows.

    • Minor
      • Seething Malice (NEW): Gain +120 condition damage.
      • Yearning Empowerment (REWORK): Increase duration of all damaging conditions by 10%.

    Though I do find these a bit bland. If the resource allows, I'd really recommend to make something functionally distinctive and interesting here instead of just plain attribute buffs.

    • Master
      • Abyssal Chill : This trait has moved to a new location in the same tier.
      • Pact of Pain (NEW): Conditions you apply to foes last 15% longer. Conditions applied to you last 10% longer.

    Instead of duration, I'd recommend to replace with a flat damage bonus instead, so that it may have equal application across game modes, since increase in duration generally not favored in the competitive scene due to cleansing. Also, in PvE, these two traits just would not have any meaningful distinction. They both offers increase in damage, and the decision making will eventually comes down to optimization. It would be exactly the same as the case of Vicious Lacerations versus Ferocious Strikes in Devastation, which you just proposed a complete rework on.
    Thus, I'd suggest that Abyssal Chill could use a complete rework as well.

    • Grandmaster
      • Diabolic Inferno (REWORK): Invoke Torment inflicts burning and poison
      • Fiendish Tenacity (NEW): Invoke Torment grants resistance. Resistance heals you every second it is active.
      • Permeating Pestilence (RENAME): Invoke Torment transfers conditions to struck foes.

    Really love this one! The same trigger yet completely different purpose for different scenario. That's what makes decisions meaningful.

    Thief:

    • Deadly Aim (NEW): This trait causes your pistol and harpoon gun abilities to pierce, affecting up to five enemies, but reducing damage inflicted by those skills by 5%.

    I would speak against the damage reduction, really. It pains me just to think about switching traits in PvE between the scenarios where there is only on or multiple enemies. Plus, it'd be never taken in a boss fight, which really makes a trait supposed to be enhancing the capability of a particular weapon pointless.

    • Choking Gas: This ability now dazes foes on its initial impact rather than when they are above a poison stack threshold. The daze duration has been increased from 0.5s to 1s. Increased initiative cost from 4 to 6 in PvP and WvW.

    I am ambivalence on this one. On one hand, if the change is implemented, fast camp clearing will no longer be a thing for condition based thief build. (Choking gas spam alone kills guards efficiently when the latter is clustered.) On the other, I see the point of the change in sPvP scene to prevent perhaps too strong down state suppression. Maybe there is another approach this could be addressed...?

    Thief Bundles: We did a pass on all thief bundles and found several that were using some pretty old numbers. We've done a tuning pass on these to make sure that they feel impactful enough in PvE for both power and condition spec builds.

    Glad to see old features being reviewed as always!

    Warrior:

    Warrior's rifle has been somewhat lackluster in its gameplay feel, so we're updating it to create some rotations by giving its 2-4 skills ammunition, shorter cooldowns between uses and slightly longer cooldowns to recover shots, plus successfully using Rifle Butt will allow the rapid recovery of the ammunition for those skills. Warrior hammer has a pretty good gameplay cadence, so we're pushing a bit further on what it does well - hurting crowd controlled enemies. Its iconic second skill, Fierce Blow, now does significantly greater damage to disabled foes, and Backbreaker will automatically recharge fierce blow for immediate use when you successfully knockdown an enemy.

    Just love this and every single point below that is relevant to these two weapons.

  • Fell My Wrath - need nerf. dh-requires reducing damage, too
    And since firebrands are dominant in pve, we need buffs for heal-tempest / chrono / scrapper-heal - since they are no longer playable in high-level content due to the lack of such buffs as firebrands. Let auras hang more buffs to create at least some competition

  • Lazze.9870Lazze.9870 Member ✭✭✭

    @Virdo.1540 said:

    @Kuma.1503 said:

    @Virdo.1540 said:
    please remove the ability of the druid to give 10man- 25might.
    It already has insane heal, a pet, tons of utility, the op spirits etc.... even some 10-man aoe heals. There is really no need at all to let it give so much might.

    If you nerf Druid's might generation, you leave it as a subpar choice in every aspect of the game.

    I'd personally love to see them rework spirits, buff druid's personal dps, and give them more pet synergy with CA. Once Druid is playable outside of Raids, we can look at their might gen if it's out of line, but I don't see a problem with a support being able to generate 25 might, especially since it has to use CA and devote time away from dealing dps in order to generate said might.

    due to the 25might for 10people its the best choice for a healer with amazing support. Its so good that no other healer-role could compete.

    Amazing support? The only thing "amazing" about druid is that it is a healer with access to core ranger spirits. Spirits are what keep druid relevant, other classes got might and healing.

  • wanya.1697wanya.1697 Member ✭✭✭
    edited February 2, 2020

    "Soulbeast: Soulbeasts can no longer swap pets while in combat."
    what happens when pet dies while in combat? normally one would swap bet before that happens
    can we go into beastmode with dead pet and receive its buffs and resurrect it via leaving beastmode?

  • Asum.4960Asum.4960 Member ✭✭✭✭
    edited February 2, 2020

    @Irenio CalmonHuang.2048 said:
    A minor trait, Stone Flesh gives an Elementalist additional toughness while attuned to earth and can cut off both going into Earth attunement and selecting the Earth traitline. So we're changing that trait to grant 7% damage reduction instead of 150 Toughness, allowing it to play well with that type of content and expand some build options.

    What about Firebrand's Imbued Haste Minor Trait, which gives a whole 250 unavoidable Toughness?

    Similarly, Epilogue: Unbroken Lines in Tome of Courage can never be used when not in the tank sub-group (which is generally the case for hFB, QB etc.), as it gives another 300 Toughness on top of Imbued Haste, certainly stealing aggro, depriving FB's of using it for Protection uptime and Aegis, especially now that Aegis was taken away from all the other skills in the tome over all the nerfs of the last few patches, that's kind of a shame.

    What about things like the recently reworked entire Death Magic line, which is basically doomed to be forever unused in group PvE unless doing extremely niche Necro tanking, like maybe on SH as Epi Tank, as it provides a fluctuating amount of Toughness of up to 600? Which even if Necro Toughness tank were ever a thing, you couldn't rely on due to it's fluctuations in maintaining carapace.

    @Irenio CalmonHuang.2048 said:
    Necromancer has always been designed to be a resilient profession that was light on Stability.

    Which was a fatal design flaw for the profession since launch, proven to not work over and over, with Necro due to it's lack of active defenses and stability either being a complete pushover easy focus target, or it putting out so much AoE pressure to compensate for it's design flaws that it's overbearing, depending on the nerf - buff cycle.
    This is not something to further dig into, but rather something to finally move away from after 7 long years of failing to properly make it work.
    On top of that, in PvP formats the stun break CD's are actually increased massively to nearly a minute on all of them.

    If anything, by the design statement of being the unstoppable but slow moving Juggernaut, Necro should be the (at least self buffing) stability profession, not the one most lacking it, combined with no plentiful boon support, blocks, evades, easy access/weapon skill teleports or leaps, resustain, invulns, stealth, distractions like clones etc., it just doesn't work.

    R.I.P. Build Templates, 15.10.2019

  • @Heika.5403 said:

    Mesmer:

    • Elusive Mind: This trait no longer stunbreaks or inflicts exhaustion. Increased the number of conditions cleansed from 1 to 3 in PvE, and to 2 in PvP and WvW.

    Again, not so sure about this in the competitive scene. The class has inheritly abundance of means to break out of stun, and I don't think it would be of much significance for the class to lose stunbreak here. On the other hand, increase in cleansing makes the class even better at managing condition pressure. This could potentially make the class even more elusive (for lack of exhaustion), even more resilient against conditio while still pretty capable of managing incoming control.
    I'd recommend to keep exhausion while reduce its duration instead. For example:

    • The trait is no longer a stunbreak.
    • The trait offers increased condition cleansing.
    • The trait still causes exhaustion, at a reduced rate (say, 1 s in PvE and 2 s pin PvP/WvW), and is triggered when a damaging condition is cleansed via dodging. (Or, alternatively, say, 1 s in PvE, and 1 s pin PvP/WvW per damaging condition removed. I understand the developers try not to make this a double-edged sword for the players, though I do consider my proposal reasonbly balanced. It makes the mirage better at handling condition damage, at the cost of its capability of keeping up offensive pressure on their opponents with a defensive maneuver. For the opponents of the Mirage, this means that condition pressure, while now causing less harm to the Mirage, provides a mean to give themselves a break and thus sustain better. At least such push and pull would be the dynamic I'd like to see in combat.
      I think this also fit the theme well. The class is mean to be elusive, so movement impairing conditions can be removed without further punishsment. On the other hand, damaing conditions will cost something to be dealt with.

    I think you have forgotten something very important... In competitive modes PvP/WvW Mirage will only have a single dodge!!!!!!!!!!!!!!

    "Mirage Cloak: This trait now reduces the mirage's endurance by 50 in competitive modes"

    Maintain exhaustion will be an overkill. In fact, i doubt that that trait now can be even called a grandmaster for PvP/WvW. With a single dodge that grandmaster is a bad joke, 2 conditions removed every 10s at the cost of wasting your single dodge. And irrelevant in PVE. The use of mirrors is not viable to compensate as you almost never reach them in the right moment and also distract you of what you should be focused in the fight/combat. In fact, Mirage will be dead in competitive mode like the Chronomancer already is. Nobody is going to play a Mirage in PvP/WvW with a single dodge. That is a super nerf in defense and also in damage due to lose the oportunity of use one ambush/dodge to burst and still have other to defense if you must avoid damage. Mirage Cloak should have being balanced in another way like change the ambushes or change IH. Well, few more weeks and find a mesmer in competitive modes will be a mission impossible. Although sure some will celebrate it... about all those that will dominate the roamer and decap roles. Congrats.

    kitten it you are right! I totally missed that part in the WvW version of preview patch note. Thanks for pointing that out I'll edit my comment accordingly.

  • Fenella.2634Fenella.2634 Member ✭✭✭

    Seems okay so far. :)

    Just one question: When you basically deleted Scourge from sPvP with the shade mechanics change, you said this was to make room for later changes to the spec. So... when will that happen?
    I was expecting these changes in this next big balance patch, but apparently it's more focused on core and Reaper minions. Is it even still on the table? Was it ever? Or does it work as intended right now?

  • I was kinda hoping Pve would get the no dmg on CCs treatment as well. And noone thinks FMW is okay in Pve :D besides that everything looks solid in my book

  • Hyper Cutter.9376Hyper Cutter.9376 Member ✭✭✭✭

    @Ansau.7326 said:
    I don't know how I can be wrong when you basically agree with me, that the current implementation of Soulbeat doesn't have any trade off and that is indeed unhealthy for the game. Anet will address it by adding a trade off in a similar way that has worked other elites and that is, in fact, in line with the theme of the soulbeast: Having a stronger bond with their pet.
    That your opinion about the chanegs is more positive or negative, or it suits more or less your preferences, doesn't change the fact that the future soulbeast will be more balanced, fair and healthy for the game that the current one.

    It already had a tradeoff: when you merge with your pet, your pet is no longer fighting enemies on its own and drawing fire away from you. That's a huge drawback.

  • Dante.1763Dante.1763 Member ✭✭✭✭

    @Hyper Cutter.9376 said:

    @Ansau.7326 said:
    I don't know how I can be wrong when you basically agree with me, that the current implementation of Soulbeat doesn't have any trade off and that is indeed unhealthy for the game. Anet will address it by adding a trade off in a similar way that has worked other elites and that is, in fact, in line with the theme of the soulbeast: Having a stronger bond with their pet.
    That your opinion about the chanegs is more positive or negative, or it suits more or less your preferences, doesn't change the fact that the future soulbeast will be more balanced, fair and healthy for the game that the current one.

    It already had a tradeoff: when you merge with your pet, your pet is no longer fighting enemies on its own and drawing fire away from you. That's a huge drawback.

    Not really no. i dunno about you but having the additional stats more than makes up for not having a pet that gets killed in one or two hits, so to do the additional skills that can be used.

    Keep in mind, every elite spec is going to eventually lose something. Mirage is loosing 50% of its endurance and theyve given a couple other elite specs a trade off already.

    SB is going to be alot more balanced in combat now, cant swap, merge, use skills, un merge, swap, gain a full HP pet again, merge, use skills and repeat anymore. thats not a bad a thing for -anyone else but soulbeasts-

    I imagine mirages feel the same way now that they can only dodge -once-

    Amana Silentchild; My Main
    Ember Wandertooth; The Kingslayer, Kianda Redpaw; The Blazing Light
    Why GW is Called Guildwars

  • A good start.

  • KeoLegend.5132KeoLegend.5132 Member ✭✭✭

    @FtoPScrub.5476 said:

    Deflecting Shot: This skill now knocks back and its animation has been slowed down so the arrow is fired at 740ms (up from 280 ms).

    Honestly I think most of the DH changes are good given the context of changes to other specs. I'm very wary of the animation slowdown though. From a competitive perspective, D Shot is already manually aimed and is a fairly slow projectile that is easy to outstrafe past a certain range. Currently it requires a decent amount of movement prediction to be used well. With a 3/4th second cast time it will most definitely feel very clunky and miss a lot more often simply due to the longer cast time paired with slow projectile speed even if the user perfectly aimed it. Granted, this looks to be as a tradeoff for knockback being baseline, but nothing kills a weapon spec faster than making it feel clunky. If a tradeoff is desired, as a longtime DH player I would strongly prefer something like increased cooldown. 12 or 15s up from the current 10, or even a range reduction.

    Another thing to consider - DH competitive gameplay is focused on combos off of CCs. With a .75s cast time a lot of these combos are effectively eliminated.

    Please reconsider this change. DH LB is already fairly niche. It sees some use because it's actually quite a smooth and fun weapon set to use. Even something like a .5s, up from .25 but down from the suggested .75 would be fine, but .75 is just too slow for the skill type.

    i dont get to know why they hate DH so much.
    They shoud BUFF the Longbow not nerf it!
    LB1 should have twice the speed
    LB2 should have more damage on PvP and not lock you on the ground
    LB4 should have gotten everything from the trait with no nerfs whatsoever
    LB5 should deal way way more damage.

    Ppl forget that Longbow is supposed to be our Damage weapon...
    PPL FORGET THAT LONBGOW IS SUPPOSED TO BE OUR DAMAGE WEAPON

  • KeoLegend.5132KeoLegend.5132 Member ✭✭✭

    @Zalani.9827 said:
    I feel that forcing the Soulbeast to only have 1 pet in combat is unhealthy for the profession. It is going to lead to a constant perma merge playstyle where having that “drawback” won’t even matter since the player has no iniative to unmerge anyways.

    Not to mention that one of the more drawing features of playing a ranger is being able to plan your two pets and be versatile. I love when I get the reason to unmerge and quickly swap pet to counter an issue or adapt to a situation, being versatile is part of the spec and profession as a whole. Taking that away from Soulbeast is a shame.

    Soulbeast is all about merging with the pet, i dont see any issue here.
    Want to have to pets that assist you? Play druid

  • Smoosh.2718Smoosh.2718 Member ✭✭✭
    edited February 2, 2020

    @Irenio CalmonHuang.2048 said:

    Warrior:

    • Brutal Shot: This skill now has 2 ammunition, a 8 second recharge between uses and recovers ammunition every 20 seconds.

    Please can we make this skill dodge first then shoot, its currently way too clunky to use effectivly.

  • @hellsqueen.3045 said:

    @Bealis.6023 said:
    Hello,
    I believe that preventing Soulbeast to swap pets during combat is one of the worst things that can happen to Ranger, since it takes out versatility, one of the main things that makes it fun. Even if it was perfectly balanced, why would players want to play it if its not fun?

    How is it going to be less fun?
    You were just merging with your pet, now you have to choose more carefully before going into combat.

    Hi,
    Thats not the issue, I understand that they want to make Ranger proffesion in general more accessible to less experienced players, but 3 toggles with Soulbeast is the allure to play it. They could work it into pvp and WvW modes no problem there, but ask any player who plays Soulbeast in pve, it takes out the variability as long as swaping is in the core mechanic.

  • Anchoku.8142Anchoku.8142 Member ✭✭✭✭

    @Irenio CalmonHuang.2048 said:
    Many bosses and creatures in instanced content focus attacks on the player with the highest toughness.

    We're planning many changes of this nature, as well as re-works and more.

    I hope this means in the future Necromancer's Carapace may not count toward aggro calculation in PvE. The profession is not capable of a PvE tank role and will lose FitG.

  • Exept from missing the condi nerfes, I would call this great changes. Thumbs up

  • Saniyah.1984Saniyah.1984 Member ✭✭✭
    edited February 2, 2020

    @Xervite.5493 said:
    Obsidian flesh change is absolutely justified, why should ele be the only class able to do stuff while being invulnerable? Engi and guard have iframe skill too which prevents them from doing anything. This is a good change so stop complaining.

    There are many classes with skills that let them attack and be invulnerable Guardian focus 5(technicall block but no utility slot use so no dps loss) ranger stone signet warrior heal while getting hurt necro second health bar mesmer distort i'm sure there are more

    So totally UNJUSTIFIED, Thank you!

  • @Saniyah.1984 said:

    @Xervite.5493 said:
    Obsidian flesh change is absolutely justified, why should ele be the only class able to do stuff while being invulnerable? Engi and guard have iframe skill too which prevents them from doing anything. This is a good change so stop complaining.

    There are many classes with skills that let them attack and be invulnerable Guardian focus 5(technicall block but no utility slot use so no dps loss) ranger stone signet warrior heal while getting hurt necro second health bar mesmer distort i'm sure there are more

    So totally UNJUSTIFIED, Thank you!

    Endure pain is not 100% immunity kthxbai, unless you meant Defiant Stance, in which case stop being a noob at attacking while Defiant Stance is up. You are right about distortion though. Nerf that too Anet!

  • Saniyah.1984Saniyah.1984 Member ✭✭✭

    @Lan Deathrider.5910 said:

    @Saniyah.1984 said:

    @Xervite.5493 said:
    Obsidian flesh change is absolutely justified, why should ele be the only class able to do stuff while being invulnerable? Engi and guard have iframe skill too which prevents them from doing anything. This is a good change so stop complaining.

    There are many classes with skills that let them attack and be invulnerable Guardian focus 5(technicall block but no utility slot use so no dps loss) ranger stone signet warrior heal while getting hurt necro second health bar mesmer distort i'm sure there are more

    So totally UNJUSTIFIED, Thank you!

    Endure pain is not 100% immunity kthxbai, unless you meant Defiant Stance, in which case stop being a noob at attacking while Defiant Stance is up. You are right about distortion though. Nerf that too Anet!

    yes, but condis applied before obsidian still effect the ele too if they are cc cripple immobe etc all classes are a bit different in the defence but i only meant it is not OP or stuff so hmm if its a compettitive decision pls keep it in pvp(not wvw) Ele is squishy enough! >.<